OpenGL Textures

OK, I am moving my code from QuickDraw to OpenGL and making steady progress. I have a few textures that are 640 x 480 which was fine under QD, Is it correct that now I need to split these up to 256 x 256 blocks and use multiple QUADS to redraw the texture?

for TEXTURE_2D textures, you're correct. TEXTURE_RECTANGLE_EXT textures don't have that restriction, though they do have others. Skorche: they don't use more VRAM.

WRT 1024x512 support, it's just running dangerously close to the limits of VRAM on an 8M Rage 128. the chip itself supports 1024x1024 textures just fine, and on 16M Rage 128s, you should be able to use them without problems.

However, I am trying to play a short movie. Each frame I load a 640x480x32 image into a gworld then turn it into a OpenGL texture. I then draw the texture and delete it then move onto the next frame. If I do 1 large 1024x1024 image i only get 15FPS on a PB G4 1Ghz, but if i cut the image into 128x128 textures my frame rate jumps drastically. Is this right or is something weird going on?